Table of Contents
OP13-003-goldroger is the leader to consider if you enjoy ramping and getting ahead of the curve by dropping big units earlier than your opponent. In OP13, this leader has proven to be a serious contender in the current meta, standing alongside fellow newly release leaders like OP13-079-imu and OP13-002-portgasdace, as well as OP12 staples such as OP12-001-silvers-rayleigh and OP12-020-roronoa-zoro. Once this leader gets ahead, it’s extremely difficult for opponents to recover for a comeback, since this deck excels at overwhelming the board through sheer power and relentless pressure.
Welcome to your comprehensive deckbuilding guide for OP13-003-goldroger, a powerful Red/Purple leader in the OP13 format. This guide explores core strategies, essential card choices, and flexible tech options that define this board centric deck, tailored to its Roger Pirates synergy and DON!! ramp mechanics.
- Deck Core: Cards that are absolute must-includes or found in nearly every winning OP13-003-goldroger list.
- Tech Cards: Flexible options that adapt your build to specific matchups, personal playstyle, or to add an element of surprise against the meta.
- Sample Decklists: Proven lists that combine the core engine with the right tech choices, offering practical examples of how Roger achieves consistent results.
OP13-003-goldroger is the only leader in the game with 7000 power and 5 life, giving him a naturally commanding presence in the meta. What sets him apart is his unusual aura effect: during your DON!! Phase, one DON!! you place from your DON!! deck is automatically attached to him. Until you reach 10 DON!!, this effectively reduces your flexible resources to just +1 DON!! per turn instead of the usual +2. For example, moving from 7 to 9 DON!! leaves you with only 8 usable that turn. Once you hit the full 10, this drawback disappears since his effect no longer applies. Additionally, if you have 9 or fewer DON!! on your field, Roger temporarily drops 2000 power, keeping him at 5000 for most of the early and mid game before stabilizing at 7000 in the late game.
While this drawback may appear restrictive at first, Roger’s dedicated support cards are built to neutralize it. With reliable ramp and versatile utility from Roger Pirates like OP13-068-douglas-bullet and OP13-067-scopper-gaban, the deck consistently reaches 10 DON!! without losing tempo. His 5 life further enhances consistency by providing the card advantage needed to assemble key pieces early, allowing you to absorb damage while setting up for the late game. Once fully online, Roger’s 7000 base power demands extra resources from opponents just to land hits, creating a snowball effect that quickly tilts the game in your favor.
As a result, OP13-003-goldroger plays like a “raid boss” in competitive settings. Once set up, he overwhelms opponents with massive characters deployed ahead of curve. Proper sequencing and efficient ramp place Roger in a commanding position, turning even difficult matchups into winnable games against OP13 leaders such as OP13-079-imu and OP13-002-portgasdace, or proven OP12 staples like OP12-001-silvers-rayleigh and OP12-020-roronoa-zoro. The deck’s biggest weakness lies not in its mechanics, but in variance: weak opening hands or resource “bricks” can slow down its otherwise smooth progression.
Still, when piloted with precision, Roger’s built-in resiliency and explosive curve allow him to dictate the pace of the match. His deck embodies a playstyle of inevitability, where turn after turn of high-impact characters eventually drowns out any resistance.
If this relentless approach matches your style, raise your sails and fly the Jolly Roger—we’ll break down the deck card by card to showcase why Roger truly earns the title of King of the Pirates.
CORE CARDS
Every strong OP13-003-goldroger deck begins with a solid foundation of survival and ramp. By building resources early and deploying high-powered units ahead of curve, Roger’s strategy applies constant pressure that keeps opponents struggling to keep up.
The Early Game: Search or Ramp
The key searcher in the deck is OP13-065-shanks, a 1-cost card that carries consistency on its back. You should always prioritize mulliganing for this card, as it allows you to look at the top five cards of your deck and add one “Roger Pirates” card other than [Shanks] to your hand. This ability helps you find crucial pieces such as OP13-068-douglas-bullet and OP13-067-scopper-gaban for mid-game ramp and stabilization, or late-game power plays like OP13-066-silvers-rayleigh and OP09-118-goldroger. In addition, OP13-065-shanks can also search for defensive options such as OP13-072-buggy and OP13-076-divine-departure when extra hand counters are needed in crucial turns.
Run 4 copies as recommended.
A key searchable 1-cost event card with a 3000 counter is OP13-075-guess-well-have-another-scrap-you-can-only-risk-death-while-youre-still-alive. It provides valuable defense during the opponent’s turn, protecting both your characters and leader. Its true strength, however, comes from its niche yet highly synergistic [Main] effect with OP13-003-goldroger. By resting one active DON!! card, this event lets you add one DON!! card from your DON!! deck and rest it, as long as your leader is "Gol D. Roger" and you've given one DON!!—a condition that is always active thanks to Roger’s effect, which forces you to attach one DON!! each turn when drawing from the DON!! deck.
This makes it a reliable fallback play if you miss OP13-065-shanks in the mulligan or early game. While it is not a direct substitute for Shanks’ consistency, it helps stabilize your tempo by providing ramp. The tradeoff is that this card effectively requires two DON!! to ramp—one to play the event and one to meet its condition—compared to Shanks’ single cost efficiency.
Run 4 copies as recommended.
The Protection: Hand Counters
OP13-072-buggy is a reliable 2-cost staple that pairs well with OP13-003-goldroger’s effect. Its [On Play] effect states: If your Leader’s type includes "Roger Pirates" and you have any DON!! cards given, you may add up to one DON!! card from your DON!! deck and rest it. This condition is always active thanks to Roger’s ability, which automatically attaches one DON!! each turn when drawing from the DON!! deck. While Buggy’s effect is valuable for ramping, his greatest utility often comes as a searchable 2000 counter through OP13-065-shanks. With 0 power, he does not provide much presence on the board, making him more effective as a defensive tool than as a ramp unit when other options like OP13-075-guess-well-have-another-scrap-you-can-only-risk-death-while-youre-still-alive or OP13-068-douglas-bullet are available.
Run 4 copies as recommended.
The most flexible defensive option in the deck is ST23-001-uta, a 6-cost [Blocker] whose cost is reduced by 4 whenever you control a 10,000-power character. This often makes her effectively a 2-cost [Blocker], a condition easily met once you establish heavy hitters like OP09-004-shanks or OP09-118-goldroger. In the early to mid game, however, Uta is primarily used as a 2000 counter, providing reliable defensive value before transitioning into a tempo-efficient [Blocker] in the late game. This dual role cements her as a core defensive piece that stabilizes both your board and your hand across all stages of the match.
Run 0-4 copies as recommended.
OP13-076-divine-departure is a searchable 0-cost utility event card with a 3000 counter, requiring you to discard one card from your hand. This drawback is manageable since the deck runs many cards with 0 counter that can be used as fodder if needed, such as OP11-067-charlotte-katakuri, OP13-066-silvers-rayleigh, or even another copy of OP13-076-divine-departure. Beyond its defensive use, this card can also serve as a powerful offensive tool through its [Main] effect.
By resting five of your DON!! cards—and as long as at least one DON!! is attached to your leader or a character, a condition consistently fulfilled by Roger’s ability that automatically attaches one DON!! each turn—you can reduce one of your opponent’s characters by −8000 power for the turn, effectively clearing a major threat from the board. While this effect is undeniably strong, it comes at a steep cost, making it a highly situational card that requires careful judgment, as using it can either swing the game in your favor or leave you overextended.
Run 2-3 copies as recommended.
The Stabilizers: Utility and Ramp
OP13-068-douglas-bullet is a highly efficient and versatile attacker that fits perfectly into OP13-003-goldroger decks. At only 3 cost, his [On Play] effect lets you draw 1 DON!! card from your DON!! deck and rest it, as long as your Leader’s type includes “Roger Pirates.” This early ramp is extremely valuable since Roger’s deck needs to reach 10 DON!! as quickly as possible to unlock its full potential. On top of that, Douglas Bullet becomes even stronger in the mid game: once you have 8 or more DON!! cards on your field, his power increases from 4000 to 6000. That boost turns him into a reliable attacker capable of removing early to mid-game characters and putting consistent pressure on opposing leaders.
Run 4 copies as recommended.
The mid-game anchor of the deck is OP13-063-kouzuki-oden, a 5-cost [Blocker] with 6000 power. His [On Play] effect lets you add 1 DON!! card from your DON!! deck and rest it, as long as you’ve given 1 DON!! to one of your characters or your Leader. This condition is easy to meet, since OP13-003-goldroger automatically attaches 1 DON!! to himself whenever you draw from your DON!! deck. Playing Oden in the mid game helps you ramp faster toward 10 DON!! while also preserving resources—whether that’s your life cards or hand size—thanks to his natural bulk and blocking power. This combination of ramp and defense makes him a key piece of Roger’s main strategy.
Run 2-4 copies as recommended.
A core value engine of the deck, OP13-067-scopper-gaban is a 6-cost character with 7000 power that brings both card advantage and ramp. His [On Play] effect lets you draw 2 cards and then trash 1 if your Leader is a “Roger Pirates,” effectively filtering your hand while netting you an extra card. This not only improves your hand quality but also increases the odds of finding key pieces by thinning your deck. In addition, his effect allows you to draw 1 DON!! card from your DON!! deck and rest it, accelerating your path to 10 DON!! and enabling earlier access to heavy-hitting characters like OP09-004-shanks and OP09-118-goldroger. Combined, these effects make Scopper Gaban a staple in OP13-003-goldroger decks—providing hand advantage, ramp efficiency, and a formidable 7000-power body that pressures both characters and opposing leaders alike.
Run 4 copies as recommended.
The Power Play: Board Breakers
A powerhouse in its own right, OP13-066-silvers-rayleigh is an 8-cost [Rush] character with 9000 power that immediately impacts the board. On play, if you have any DON!! attached, you can rest 1 of your opponent’s characters with a cost of 5 or less. Then, at the end of the turn, you may add 1 DON!! from your DON!! deck and set it as active. This combination of board control, aggression, and ramp makes Rayleigh a flexible option in any purple deck, including OP11-040-monkeydluffy.
Where OP13-066-silvers-rayleigh truly shines is in OP13-003-goldroger decks. With [Rush] and a threatening 9000 power, Rayleigh can rest a key opposing character and immediately capitalize—either removing that rested unit or swinging directly at the leader after resting down a [Blocker]. His ramp effect adds even more value by giving you 1 active DON!! on your opponent’s turn. This opens up strong defensive counterplays like OP13-075-guess-well-have-another-scrap-you-can-only-risk-death-while-youre-still-alive while also helping you transition smoothly into 10 DON!!. Not only does this accelerate access to heavy hitters like OP09-004-shanks and OP09-118-goldroger, but it also bypasses OP13-003-goldroger’s forced DON!! attachment when sitting at 9 DON!!, letting you maintain both tempo and flexibility.
Run 3-4 copies as recommended.
A defensive DON!! enabler, OP11-067-charlotte-katakuri is an 8-cost [Blocker] with 8000 power that fits neatly into OP13-003-goldroger decks. While his [End of Your Turn] effect to ready “Big Mom Pirates” characters isn’t relevant here, the second part of his ability is crucial: at the end of your turn, you can add 1 DON!! card from your DON!! deck and rest it. Even though the DON!! enters rested and cannot be used immediately, Katakuri’s sheer size as an 8000-power [Blocker] allows him to defend effectively with little to no extra resources. This makes him a reliable ramp tool that buys time to safely deploy finishers like OP09-004-shanks and OP09-118-goldroger. Just like OP13-066-silvers-rayleigh, Katakuri also helps bypass Roger’s forced DON!! attachment at 9 DON!!, keeping your curve smooth while preserving both tempo and flexibility.
Run 2-4 copies as recommended.
OP09-004-shanks functions as the deck’s primary win condition and the ideal play once you hit 10 DON!!. At 10 cost and 12,000 power, his [Rush] keyword provides immediate pressure—either removing a key character or threatening lethal the moment he enters. Beyond raw stats, Shanks’ board-wide effect is what makes him indispensable: all of your opponent’s characters lose 1000 power as long as he remains on the field. This debuff directly amplifies OP13-003-goldroger’s inherent 7000 power, making attacks into your leader significantly less efficient and forcing opponents to commit extra resources.
Crucially, Shanks’ effect stacks with multiple copies—two Shanks in play apply a cumulative −2000 debuff across the board. This scaling power reduction creates a suffocating state where opposing attackers become virtually unplayable unless the opponent massively overcommits. The result is not only tempo denial but also board control, as your opponent’s ability to stabilize or pressure collapses under the compounding debuffs.
This makes Shanks the premier closer against swarm-heavy decks such as OP13-079-imu or OP12-001-silvers-rayleigh. In these matchups, prioritizing Shanks the moment you reach 10 DON!! can completely shift the tempo of the game. His immediate [Rush] pressure often forces inefficient trades, while the board-wide debuff prevents the opponent from assembling a meaningful attack turn. By weakening their entire field and simultaneously threatening lethal, Shanks not only disrupts their board development but also dictates the pace of the late game in your favor.
Run 4 copies as recommended.
The ultimate closer for this deck is OP09-118-goldroger, a 10-cost, 13000-power [Rush] character with one of the most oppressive [Aura] effects in the game. His ability states that whenever your opponent activates a [Blocker] while either player has 0 life cards remaining, you instantly win the game. In practice, this turns every late-game attack into an unblockable threat, making 10c Roger the perfect finisher after you’ve spent the mid game ramping into boss units like OP09-004-shanks. He fits seamlessly into OP13-003-goldroger’s strategy—ramping early to play threats like OP09-004-shanks, then closing things out decisively with 10c Roger himself.
What makes OP09-118-goldroger so dangerous is how he completely takes over the late game. In grindy matchups where your opponent sits at 2 or more life and builds a wall of blockers, you can intentionally let your own life fall to 0 at the right moment to unlock his [Aura] effect. From there, Roger creates a lose-lose scenario: if your opponent blocks, they instantly lose, and if they don’t, your massive attackers push through for lethal. This completely shuts down blocker-heavy decks like OP13-079-imu or OP07-019-jewelry-bonney, turning their best defense into a liability and forcing them to rely only on hand counters. To make things even scarier, Roger is searchable with OP13-065-shanks, giving the deck consistent access to its most devastating win condition.
Run 0-3 copies as recommended.
TECH CARDS
With the core of the OP13-003-goldroger deck locked in, the next step is exploring Tech Cards. These flexible options let you fine-tune your build to handle specific matchups, adapt to shifting meta threats, and further strengthen the deck’s overall resiliency and gameplan.
Most Popular
A highly flexible ramp and pressure tool, EB01-061-mr2bonkurei-bentham provides both resource acceleration and offensive presence in a single package. At just 4 cost, his [On Play] effect allows you to add 1 DON!! card from your DON!! deck and set it as active. This perfectly aligns with OP13-003-goldroger’s main gameplan of reaching 10 DON!! as quickly as possible, while also giving you immediate flexibility to deploy another threat, set up defense, or push tempo on the very same turn.
What makes Bentham especially valuable, however, is his unique [When Attacking] effect. Starting at a modest 1000 base power, he can copy the power of one of your opponent’s characters, instantly scaling into a credible threat against decks that field high-powered units. Against cards like OP13-042-edwardnewgate from OP13-002-portgasdace's decks, or against powerhouse attackers such as OP06-118-roronoa-zoro from Green decks, Bentham transforms from a low-cost utility piece into a serious attacker capable of trading with or pressuring key threats. This dual role of ramp enabler and scalable attacker makes him an efficient inclusion, ensuring that he never feels like a “dead draw” at any stage of the game.
Run 0-4 copies depending on personal preference.
Defensive Options
A solid and searchable 2000 counter, OP13-071-nekomamushi is a 3-cost character with an [On Play] removal effect that K.O.’s one of your opponent’s Characters with 3000 power or less when you have 8 or more DON!! on your field. This lines up well with OP13-003-goldroger’s ramp-focused strategy, but in practice, Nekomamushi’s real value is being a searchable 2000 counter through OP13-065-shanks. While the removal isn’t the main focus, there are key spots in the late game where it shines—acting as a cheap way to clear a low-cost blocker when you’re pushing for lethal. Most of the time, though, once you’ve reached 8 or 10 DON!! your priority shifts to dropping boss units to pressure the board, which makes Nekomamushi’s role as a defensive counter far more impactful than its removal ability.
Run 0-4 copies depending on personal preference.
Another flexible 2000 counter is OP01-013-sanji, a 2-cost, 3000-power attacker with a unique [Activate: Main] [Once Per Turn] effect. By paying one life, Sanji gains +2000 power for the turn and allows you to attach 2 rested DON!! to him, turning him into a sudden 7000-power threat. In OP13-003-goldroger decks, which start with 5 life, this effect can double as a pseudo-draw engine in matchups where opponents avoid attacking your leader, letting you proactively convert life into hand advantage. Beyond that, Sanji also opens up a niche but powerful late-game line: by playing him a turn earlier and deliberately using his effect to bring your life down to 0, you can enable OP09-118-goldroger’s [Aura] effect condition while keeping Sanji himself as a 7000-power attacker. This makes him not only a reliable 2000 counter and situational tempo piece, but also a surprising enabler for your deck’s ultimate win condition.
Run 0-3 copies depending on personal preference.
PRB02-011-donquixote-doflamingo works as an alternative—or even an extra copy—of OP13-063-kouzuki-oden, since both fill the role of a 5-cost, 6000-power [Blocker] that also ramps DON!!. While Oden is searchable, Doflamingo makes up for it with an easier [On Play] condition, requiring only a multicolored leader—perfect synergy with OP13-003-goldroger.
Run 0-1 copies depending on personal preference.
Finisher Options
P-097-shanks is a 10-cost, 12,000-power character that can act as a substitute for OP09-118-goldroger. Both share the ability to make your attackers unblockable, but while Roger provides a continuous [Aura] effect that depends on life conditions, Shanks triggers his ability through [On Play] or [When Attacking]. This makes him more sequencing- and timing-dependent, but also more consistent since his effect doesn’t require either player to be at 0 life. In the late game, this ability completely shuts down blocker-heavy decks like OP13-079-imu or OP07-019-jewelry-bonney, forcing opponents to rely only on hand counters to survive. However, lacking the [Rush] keyword limits his immediate impact, making Shanks better suited as a tech choice or budget alternative rather than a true core finisher.
Run 0-2 copies depending on personal preference.
If you want to double down on resiliency, OP02-004-edwardnewgate-511 is an excellent inclusion. As a 9-cost, 10,000-power character, his [On Play] effect grants your leader +2000 power until the end of your opponent’s next End Phase, effectively turning OP13-003-goldroger into a 9000-power leader for an entire turn cycle. This defensive boost makes him unreachable for many decks and forces top meta lists to overspend resources just to land attacks. Beyond that, Whitebeard also provides removal with his [When Attacking] effect—allowing you to K.O. an opponent’s character with 3000 or less power if you attach 2 DON!!. This pairs especially well with OP09-004-shanks, whose effect lowers the power of opposing characters, expanding the range of targets Whitebeard can eliminate.
Run 0-3 copies depending on personal preference.
A strong contender for a core slot in the deck, P-107-goldroger acts as a sidegrade to OP02-004-edwardnewgate-511. At 8 cost, it’s cheaper than Whitebeard, letting you drop it earlier to bridge the mid-to-late game or leave 2 extra DON!! available for other plays. Its [On Play] effect gives your leader +2000 power until the end of your opponent’s next End Phase if either player already has 10 DON!! on the field. This turns OP13-003-goldroger into a 9000-power leader for a full turn cycle—an incredibly difficult threshold for most decks in the meta to crack. On top of that, P-107-goldroger is directly searchable with OP13-065-shanks, adding consistency and ensuring you can find this power boost at the perfect moment.
Run 0-4 copies depending on personal preference.
Sample Deck Lists
Decklist Placement: Bandai OPFest 3v3 - 2nd Placer
This build leans heavily into resiliency, running four copies of OP13-063-kouzuki-oden alongside an additional 5-cost, 6000-power [Blocker] in PRB02-011-donquixote-doflamingo. To strengthen defense even further, it includes four searchable copies of OP13-071-nekomamushi, bringing the total 2000 counters in the deck to twelve — a significant boost to consistency in surviving pressure. Rounding out the defensive package is OP02-004-edwardnewgate-511, which enhances late-game staying power by elevating your leader’s strength and forcing opponents to overcommit resources. Together, these choices create a more defensive variant of Gold Roger that prioritizes endurance without sacrificing access to its explosive win conditions.
Decklist Placement: Flagship Cardshop 1v1 - Champion
This list emphasizes proactive threat development while staying true to the deck’s core ramp strategy. It features EB01-061-mr2bonkurei-bentham, a flexible ramp piece that transitions into a strong attacker in the late game, and runs OP01-013-sanji as an additional 2000 counter. Sanji not only reinforces survivability but also doubles as a niche draw engine and a threatening 7000-power attacker in matchups where opponents avoid swinging at your leader. To bolster late-game power, the build includes both P-107-goldroger and OP02-004-edwardnewgate-511, enhancing the leader’s offensive reach while providing defensive stability to close out matches with consistency.
Decklist Placement: Flagship Cardshop 1v1 - Champion
This approach leans toward a more balanced decklist by sticking closely to the core package and adding only a few flexible tools. OP01-013-sanji provides another 2000 counter while doubling as a versatile pseudo-draw engine and a strong attacker when needed. Meanwhile, EB01-061-mr2bonkurei-bentham serves as a reliable mid-game ramp option that transitions into a unit capable of punching above its weight in the later stages of the match.
Conclusion
At its heart, the OP13-003-goldroger deck is all about ramping to 10 DON!! as fast as possible, unlocking explosive turns that let you drop massive threats earlier than your opponent can handle. Every card in the core package feeds into this plan, ensuring you’re always one step closer to overwhelming the board.
The main payoff for this ramp comes from OP09-004-shanks, who not only applies immediate pressure with [Rush] but also weakens your opponent’s board with his aura effect. Having multiple copies in play compounds this power reduction, making it harder and harder for your opponent to mount an effective counterattack. And once the board is under control, the final nail in the coffin arrives with OP09-118-goldroger — the unstoppable closer who turns every attack into an unblockable threat when life totals run dry.
This is the essence of the deck’s strategy: build up your DON!!, unleash boss units that strip away your opponent’s resources, and close the game with Roger himself. If you want a strategy that snowballs advantage, pressures every defense, and ends games in a blaze of inevitability, Roger is the leader to carry you to victory. Once he sets sail, the opponent is no longer playing their game — they’re playing yours.









